[Patch 4.16] Azir General Discussion - Page 2
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iCanada
Canada10660 Posts
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Alaric
France45622 Posts
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iCanada
Canada10660 Posts
On September 10 2014 07:50 Goumindong wrote: No, they nerfed Chaos Storms scaling damage, its potential damage to enemies with mobility, and only gave it a small increase in base damage in later levels. You're looking at the full second damage and comparing to quarter damage ticks. Current Chaos Storm damage is 150 + .55 with a DoT of 40+.24 AP per second (in quarter second ticks). New level 6 Chaos Storm is 150 + .55 with a DoT of 30+.2 AP per second (in half second ticks). Combined with the fact that at level 6 you will not have more AP than previously (you don't get more AP with Viktor until 5-6 items, since the marginal upgrade on his augments are kind of bad) your Level 6 will do strictly less damage. Your level 11 will also do strictly less damage. You only get more damage at level 16, which is far out of his power spike, and that will mainly be because of the increased slot efficiency (but not gold efficiency, so you're finishing it last) of his Augment His ult has two damage ticks per second. It's way more base damage. | ||
Goumindong
United States3529 Posts
On September 10 2014 07:54 iCanada wrote: His ult has two damage ticks per second. It's way more base damage. His ult has two ticks of damage per second each one does half of his total "damage per second". You can see that in the picture where it says "30(+4) damage per second" I fail to believe they they buffed his damage per second to 60/120/180 +.4 AP because that is an absolutely hilarious amount of damage that they absolutely did not do. Current DPS is 40/60/90 + .24 AP /second (ticks 4 times/second) it was changed (not buffed, this is key) to 30/60/90 + .2 AP (in half second ticks) | ||
Alaric
France45622 Posts
On September 10 2014 07:54 iCanada wrote: His ult has two damage ticks per second. It's way more base damage. The numbers read "DoT", not "damage per tick". | ||
iCanada
Canada10660 Posts
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Morzas
United States387 Posts
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Dandel Ion
Austria17960 Posts
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Amui
Canada10567 Posts
On September 10 2014 08:13 Dandel Ion wrote: whoa did they re-code the champ-created terrain? Yep. Also means that the walls are no longer coded as minions...probably. | ||
AlterKot
Poland7525 Posts
On September 10 2014 08:07 Morzas wrote: Long shot here, but does anyone remember that article written by an ex-VES member that went over their living situation? I'm trying to find it and I'm having no luck. Found it: http://www.reddit.com/r/leagueoflegends/comments/1nf4tv/vileroze_on_his_experience_with_the_lcs_and/?sort=new Website doesn't exist, but fortunately archive.org exits: http://web.archive.org/web/20131005150900/http://lolheads.net/blogs/ related post from ecco: http://www.reddit.com/r/leagueoflegends/comments/1lnwa1/hi_im_ecco_former_mid_of_velocity/ | ||
Zdrastochye
Ivory Coast6262 Posts
On September 10 2014 08:18 Amui wrote: Yep. Also means that the walls are no longer coded as minions...probably. J4 flag still is I bet. | ||
iCanada
Canada10660 Posts
Well, that's a good one to actually be a minion. That one makes sense as a minion. | ||
Goumindong
United States3529 Posts
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Ketara
United States15065 Posts
On September 10 2014 07:54 Alaric wrote: But his kit requires him to get close while he's squishy and immobile and can't catch/lockdown/100-0 people so nerrfing his midgame AoE teamfighting potential to slightly buff the lategame damage he has trouble applying looks like a shitty idea to me. I don't think "slightly" is a good word for it. It looks like significant late game damage buffs to me. Like, Ryze level late game damage. Also his Q, W and R ranges were all increased, so his ability to apply damage has been improved across the board. It was already easy to hit lasers. | ||
Goumindong
United States3529 Posts
On September 10 2014 08:43 Ketara wrote: I don't think "slightly" is a good word for it. It looks like significant late game damage buffs to me. Like, Ryze level late game damage. Also his Q, W and R ranges were all increased, so his ability to apply damage has been improved across the board. It was already easy to hit lasers. His Q range was increased but only for the 120+.2 AP damage portion of it, not the actual damage portion which is the auto attack follow up. His W range was increased but the W spawn animation change elongates the reaction time to get out of it (and only 75 units). And his R did not get a range increase (a radius increase on the initial damage, a decrease on the DoT) His lategame damage buffs are decent, but that is mainly a slot issue, so if you're behind you don't actually get much of a boost in lategame damage. The main thing though is that his lategame damage was never an issue, Viktor has always had some of the highest AoE damage in the game, even counting Fids/Rammus who are built for damage (due to the extra AoE damage from laser which Fids/Rammus don't have). He has single target mage assassin type damage in his AoE. His problem was getting the enemy team into a situation where you can get that perfect fight off is hard when you've got no mobility and no way (except the .5 second silence on your ult which was just removed!) in order to punish mobile champions. So Viktor loses 30% of his poke damage. He loses his early power spike. The only thing he potentially gains is 1) lategame power if you've got 5-6 items (before that you had more lategame power on current Viktor) 2) Q max chase machine without having to buy a shitty item for it. But doing this means you have no wave clear so ha ha, get fucked. And you still have no dash/avoid spell so you can't really play this against any common mid or top laner. | ||
Ketara
United States15065 Posts
Viktor Q goes from 260+0.65 damage every 5 seconds to 370+0.7 damage every 4 seconds. His Hex Core gains 100 AP. He gets to augment all 4 of his skills now instead of just 1. People on TL argue it's a nerf. | ||
Velocirapture
United States983 Posts
On September 10 2014 09:31 Goumindong wrote: His Q range was increased but only for the 120+.2 AP damage portion of it, not the actual damage portion which is the auto attack follow up. His W range was increased but the W spawn animation change elongates the reaction time to get out of it (and only 75 units). And his R did not get a range increase (a radius increase on the initial damage, a decrease on the DoT) His lategame damage buffs are decent, but that is mainly a slot issue, so if you're behind you don't actually get much of a boost in lategame damage. The main thing though is that his lategame damage was never an issue, Viktor has always had some of the highest AoE damage in the game, even counting Fids/Rammus who are built for damage (due to the extra AoE damage from laser which Fids/Rammus don't have). He has single target mage assassin type damage in his AoE. His problem was getting the enemy team into a situation where you can get that perfect fight off is hard when you've got no mobility and no way (except the .5 second silence on your ult which was just removed!) in order to punish mobile champions. So Viktor loses 30% of his poke damage. He loses his early power spike. The only thing he potentially gains is 1) lategame power if you've got 5-6 items (before that you had more lategame power on current Viktor) 2) Q max chase machine without having to buy a shitty item for it. But doing this means you have no wave clear so ha ha, get fucked. And you still have no dash/avoid spell so you can't really play this against any common mid or top laner. I remember reading a developer note which basically stated that his laser is going to be a much better farming tool but a less reliable damage tool. If i were to guess I would say this makes Viktor's minigame to power farm his augments into deathcap for massive AP and utility spikes. With no CDR his Q has a 4 second CD at level 5 and gives 30% MS for 2.5s. Since CDR can let you keep the boost permanently in team fights and skirmishes I think this is the unsung hero of the change. I guess it depends on if you think giving a mage Udyr levels of mobility is good. | ||
Ketara
United States15065 Posts
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Lord Tolkien
United States12083 Posts
Twin fang CD reset ON CAST?!?!?!?!?! | ||
Goumindong
United States3529 Posts
On September 10 2014 10:12 Ketara wrote: This is just hurting my brain. Viktor Q goes from 260+0.65 damage every 5 seconds to 370+0.7 damage every 4 seconds. His Hex Core gains 100 AP. He gets to augment all 4 of his skills now instead of just 1. People on TL argue it's a nerf. Except that none of those things are simply that true. His Q goes from 260+.65 to 120+.2 and 370+.7 if he gets the corresponding auto attack. It does not just gain 110+.05 damage and better CD. But lets say you level up Q first. In this case it does less damage assuming linear scaling until level 13. If the scaling is back loaded then its less damage until after his lategame power spike is done. Its early CD (when you most need the CD) is nerfed. And the damage of the corresponding auto attack is moved to magic damage which actually hurts you against most mid champions (who will likely have more MR than armor) Now if the ability is good enough to level first then Viktor has no waveclear. If its not, then its got decent damage(because you're benefitting from the per level damage even if you don't rank it up), but you're actually hurting on CD and still have to get that auto attack off. So no, his Q isn't a straight Buff. In fact if you rank it up first its a nerf. And his Hex core doesn't have 100 AP. It gains 83 AP. And most importantly it doesn't gain that until very lategame. Why? Because 25 + 1 AP/level is shitty for a 1000 gold item. If you're level 18 that is 43 AP. Currently the Death Augment is 45 AP right off the bat. (plus its augment is better!) So you have the option of upgrading your augment or buying other items and the answer is almost every time "buy other items". Its true you get that 83 AP at some point but it sure as shit isn't when you need that 83 AP. Currently you could just hold onto your 3 AP/level hex and buy deathcap for 3300. At level 10 this is 195 AP. At level 10 a fully upgraded hex core is 135 AP. Now the hexcore does have some utility on it but that is an awful lot of lost damage. And keep in mind that right now we don't buy Deathcap because other options are better. Upgrading Hex core is weak compared to one of the current most inefficient item purchase paths. So his hex core is actually a nerf for the majority of the game unless you really really really get a lot use out of the upgrades. At level 18 its worth 129 AP marginally above your base passive. At level 10 its worth 105 AP marginally above your base passive, for 3000 gold. So his hex core is almost a nerf, definitely a nerf if you're trying to have a mid game team fight impact. He gets to augment all his abilities now! But aside from the Q and maybe W augment they all kinda suck. Wooo his ult is 20% faster. Game. Changing. And if he is building efficient items he doesn't get to augment them until he has 4-5 other items. On September 10 2014 10:26 Velocirapture wrote: I remember reading a developer note which basically stated that his laser is going to be a much better farming tool but a less reliable damage tool. If i were to guess I would say this makes Viktor's minigame to power farm his augments into deathcap for massive AP and utility spikes. With no CDR his Q has a 4 second CD at level 5 and gives 30% MS for 2.5s. Since CDR can let you keep the boost permanently in team fights and skirmishes I think this is the unsung hero of the change. I guess it depends on if you think giving a mage Udyr levels of mobility is good. His laser is gaining 6% more damage compared to Death Augment at the same AP if you hit both parts. I don't see how its going to be better at farming than it currently is when you're losing AP on the augment itself. | ||
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